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What Kids Learn That’s POSITIVE
from Playing Video Games
by:
Marc Prensky
“Our family engages in
"mindless" video games from time to time ... but it's treated like
"junk food"…. It really has no "nutritional" value for our minds.” –
Ben Armstrong 1
Like the observer above, many parents and critics express the
opinion that computer and video games are “mindless,” i.e. that kids
don’t learn anything beyond hand-eye coordination from the thousands
of hours they spend playing video games. Other critics express the
opinion that video games impart only negative messages and, in the
words of one, “teach our kids to kill.” 2 Still others assert that
while players may learn “about the game” they learn nothing “useful”
about “real life.”
I think all of these positions are wrong.
For whenever one plays a game, and whatever game one plays, learning
happens constantly, whether the players want it to, and are aware of
it, or not. And the players are learning “about life,” which is one
of the great positive consequences of all game playing. This
learning takes place, continuously, and simultaneously in every
game, every time one plays. One need not even pay much attention.
But we do need to pay some attention in order to analyze how and
what players learn.
The first thing we need to pay attention to is the difference
between a games’ “surface” messages, as presented in its in its
graphics, audio and text (what is commonly called its “content”) and
a game’s underlying messages and required skills. 3 I am not an
apologist for all the content in computer games, but that “surface”
content is all most critics ever see of a much richer experience.
The fact is that in every game, a great deal of useful learning goes
on in addition to, or even despite the game’s surface content,
whatever that may be. This huge amount of powerful, positive
learning is almost universally ignored by critics, parents and
educators alike.
My key point is this: While it is possible to adjust the content of
video and computer games to be more in synch with social or teaching
objectives – and in some instances this is already happening – a lot
of positive learning goes on even with the current content. In fact,
as a learning tool, computer and video games may be the most
powerful mechanism ever known. 4
So, particular content aside, let us examine what “useful” things
kids actually learn about “real life” from playing the video and
computer games with which they spend so much of their time. I will
first talk generally, and then follow up with specific examples of
several best-selling games.
Five “Levels of Learning” in Video Games
Let me suggest five “levels” in which learning happens in video and
computer games. I’ll call these the “How,” “What,” “Why,” “Where,”
and “When / Whether” levels of game learning. There are surely
sophisticated names for them, but I dislike jargon. Because I think
these five levels apply to a greater or lesser extent to all game
players, at any age, I am generally not going to distinguish here
between “older” kids and “younger” kids. However I think this
distinction is sometimes useful, and can be broken down even
further.
Learning Level 1: Learning How
The most explicit level of learning that takes place as one plays a
video or computer game is that one is learning how to do something.
As one plays one learns, gradually or quickly, the moves of the game
– how the various characters, pieces, or anything else operate and
what you can make them do. One learns how to drag tiles to build up
a virtual city or theme park. One learns how to virtually fight and
protect oneself. One learns how to train a creature and make it
evolve. And of course one learns the physical manipulations of the
controllers involved in doing all this.
An additional, unconscious message that one learns playing a game is
that one controls what happens on the screen, unlike when watching
movies or TV. Even infants quickly learn this and sit fascinated,
moving the mouse and watching the screen with glee for long periods.
This is “real world” learning.
What else do players learn about the “real world” at the How level?
Pattern recognition, for one thing. Learning how to flip Tetris
pieces has been shown to enhance “mental spatial processing”
abilities, which can help kids on a “real world” non-verbal test. In
fact, UCLA psychology Professor Patricia Marks Greenfield cites
video game playing as a major cause of the rise in “non-verbal IQ”
in the United States. 5
And the more a game’s content “simulates” anything in the real
world, the more one learns about how to do things in that world.
Designers of “simulation” computer and video games pride themselves
on the games’ becoming ever more realistic and “lifelike.” One may
not be able to learn to do everything in a computer game – there are
kinesthetic cues for which you need a movable platform or a real
body – but what you can learn how to do is huge, and still vastly
under-explored. Can you learn to find your way around a real-life
oil platform, trade financial instruments, manage a theme park, or
aim a gun and be stealthy? You bet you can. And gamers often choose
their games because they are interested in learning these things.
Whether one learns “physically” to do these things depends mainly on
the game’s “controller” – the device(s) for giving the game input.
With the mouse and keyboard, or the typical console controller (two
hands, several buttons), a player is not going to be doing “real
life” physical moves – the learning is mostly mental (– Good!) But
game controllers, too, can be made, and in arcades often are,
extremely lifelike. The exact controls of a vehicle, the playing
surfaces of a musical instrument, the remote surgery tools of a
doctor, can all be used to control electronic games. On a recent
visit to a Tokyo game arcade, I played video games controlled by
fire hoses, dog leashes, drums, guns, bicycles, hammers, typewriter
keyboards, punching bags, cars, tambourines, telephones, train
controls, kayak paddles, bus controls, maracas, a pool cue and even
a sushi chef’s knife. In many of these games any border between game
and real-life learning disappears entirely.
What is more, players of computer and video games not only learn how
to do things in terms of knowing the procedures, but they also
practice the skills until the learning is internalized and becomes
second nature. Critic Dave Grossman 6 attributes the aiming accuracy
of one young mass killer to such practice, which may or may not be
the case. But just because one learns how to do something, it
doesn’t mean one has learned when or whether one should do it. I
will get to this later.
The How level also extends to more transferable learning by
enhancing non-game-specific skills. For example, frequent game
players learn how to parallel process and multi-task, because they
have to in order to succeed. They learn how to take in many sources
of information at once, such as the zoomed view, the overall view,
the rear view mirror in a driving or flying game, and they get
better at integrating these perspectives into a single world view.
They learn how to incorporate peripheral information, a skill that
Professor Greenfield has shown to be enhanced by computer
game-playing as well. 7
What – at the How level – do kids learn about “real life” from
playing, say, Pokémon? They are actually learning – unconsciously,
and without thinking of it at all in those terms – how to use and
manage a large database of information! This is quite useful
“real-world” learning that could easily be applied to other large
bodies of information such as plants, animals or geographic data –
if the context were equally compelling.
How do we know the learning at the How level actually takes place?
Because we can observe it. People who practice something over and
over typically learn and get better.
So a player of video or computer games learns quite a bit just at
this first level. But we have barely even scratched the surface.
Let’s dig deeper.
Learning Level 2: Learning What
At the second level players learn about what to do in any particular
game (and, equally important, what not to do). In other words they
learn the rules. The rules of any game teach you what is possible
and/or doable in that environment, and video and computer games are
no exception. One finds out by playing, for example, whether the
rules of a shooting game allow you to attack a player on your own
team, or whether a simulation game allows you to do destructive (or
self-destructive) acts.
Prior to the advent of electronic games, players typically learned a
game’s rules before they started playing. But this isn’t true for
computer and video games. Their “rules” are built in to the
programming, and you learn them by trial and error as you play. In
fact, the very process of game-playing can be viewed as learning to
understand the “rules code,” according to Professor Sherry Turkle of
MIT. 8 This aspect of games may well enhance the skill of inductive
discovery, the thought process behind scientific thinking.
Another important feature of electronic games is that players can
typically change the built-in rules. They do this by using the
easily findable codes – known, to the dismay and misunderstanding of
adults, as “cheat codes” – which are passed around from player to
player via magazines, the Web, and word of mouth. What these codes
really do is alter the games’ rules by giving players extra weapons,
lives, power, etc. So game players learn that rules aren’t
necessarily fixed, but can be altered. Is this a “real-life” lesson?
How often do we hear business books exhorting managers to “change
the rules of the game.”
And there’s much more that video games’ rules teach kids about “real
life.” Game players are constantly comparing the rules of whatever
game they are playing to what they have learned elsewhere, asking
themselves “Are the rules of this game fair, accurate, etc. in terms
of what I know about the world?” We know this comparison happens
because games with wildly unfair or inaccurate rules get quickly
identified as “bogus” and don’t get played much. If the rules of Sim
City, for example, allowed a player to build a modern metropolis
without electricity, no one would play it.
Game designers spend a lot of time “tweaking” the rules of their
games to make them seem reasonable and believable. And players of
all ages often argue heatedly about whether game rules reflect the
“real world” in terms of physics (“What is the true trajectory of a
missile in space?”), biology (“Could a person really sustain that
hit and live?”), and human behavior (“Would an opponent actually do
or say that?”)
So the rules of video and computer games force a player, no matter
what his or her age, to reflect – at least subconsciously – and
compare the game to what they already know about life. This is
important, “real-life” learning.
Kids learn about yet another aspect of rules at the What level:
“What if we break them?” Players can be heard shouting “That’s not
fair!” or “You can’t do that!” at a very early game-playing age, and
this is precisely what they are learning about.
So even at these first two levels there is quite a bit of learning
in video and computer games – regardless of content – a great deal
of which applies readily to the ”real world.” But we aren’t even
close to seeing all the learning that goes on in these activities.
“Level up,” as gamers say.
Learning Level 3: Learning Why
The third level is learning why. Players learn the strategy of a
game as they play it. (Strategy, of course, depends on, and flows
from, the rules.)
Successful game players learn that sometimes you need to attack
openly, and other times stealthily. In some situations you need to
horde and be selfish, in others you need to cooperate. Complex moves
are more effective than simple ones. Weak pieces gain power when
used as a group. Keep your guard up, be prepared, and don’t attack
until you have the forces required. And be sure to reserve some of
your resources for defense.
Game strategy (and tactics) are chock full of such lessons about
“real life.” Like the rules, a game’s strategy needs to be
“life-like” for a game to make sense, even if the characters are
purely imaginary. Again, players are always making their unconscious
comparisons. They know from life, for example, that a hierarchy of
strength among species typically depends on size. If a smaller
character can defeat a bigger one, they know he’d better have
something – strength, endurance, weapons, spells – that makes him
more powerful.
And now that single player games are fast being replaced by games
that are multiplayer and networked, learning a computer or video
game’s “strategy” increasingly comprises “learning to deal with
other people.” That’s about as “real-world” as you can get.
Military officers have known for millennia that games can teach
strategy, and the US military is far ahead of the curve in using
video and computer games for its learning. The US Army, Air Force,
Navy and Marines all use video and computer games for learning
skills ranging from squad-based teamwork, to flying, to safety, to
shooting, to submarining, and even to commanding units and
multi-branch forces, at all ranks from recruit to senior officer.
Although some of these games are custom-designed, many are used
right off the shelf. The military now takes it for granted, for
example, that its pilot candidates have mastered every military
flight simulator game there is. What they expect is that these
people have learned not so much “how” to fly a plane, but why – what
are the strategies for fighting with one. And the same goes for
submarines, tanks, and special forces.
And the fact that that computer games teach strategy in sports and
business is not only indisputable – it’s now commonplace.
Just as in the other levels, there are also deeper Why lessons that
are learned from playing computer and video games. Among these
important and valuable “real-life” lessons are: • Cause and effect •
Long term winning versus short term gains • Order from seeming chaos
• Second-order consequences • Complex system behaviors •
Counter-intuitive results • Using obstacles as motivation • The
value of persistence.
All this, and still two more learning levels to come! Let’s move it!
Learning Level 4: Learning Where
The Where level is the “context” level, as in learning about “where
you are.” It encompasses the huge amount of cultural and
environmental learning that goes on in video and computer games. At
this level players learn about the world of the game and the values
it represents. They acquire cultural metaphors and images to use in
describing the “real world.” It’s on this level that kids learn,
both consciously and non-consciously, their games’ “ideas.”
Psychologists tell us that games are an important means through
which children learn to understand their world. 9 Video and computer
games certainly reflect all the “big ideas” – or myths – of our
culture. “[A player learns] to handle myth, lore,…danger, betrayal,
the fact that there’s always someone bigger and more powerful than
you are, and the existential inevitability that – even if you kill
the bad guys and save the girl – eventually you will die,” says one
observer in the New York Times. 10
Players learn through their games to handle cultural relativity, and
to deal with different people and roles. They learn that on one
planet, in one society, in one world you can’t do X, even though it
may be perfectly normal in their own world. They learn their
culture’s ideas about achievement, and leadership. They learn, for
example, that although enemies may be hard to beat, if you persevere
and learn enough, you can defeat them and win the game.
Our games also reflect our society. Like most of American society,
most of our computer and video games are not violent, and reflect,
rather, our wide range of interests. Those critics who deplore our
small percentage of violent games might reflect on the statistics
showing that part of American society is violent and not
particularly law abiding – the U.S. has 6 out of every 1000 of its
people incarcerated, a higher percentage than anywhere on earth 11 –
which has to do with a great many non-game-related factors. This, of
course is not new learning to kids who watch 20,000 hours of
television 12 by the time they finish college.
And finally, like all other forms of expression, video and computer
games reflect and interpret the particular sub-culture(s) in which
they are created. Although rarely given the credit and respect they
deserve, the designers and builders of computer and video games are
among the most intelligent and creative people in the world,
according to the highly respected scientist Danny Hillis. 13 The
games they create reflect their own thoughts, fantasies, heroes and
villains. Game players learn to identify with the game characters
and with the cultures they inhabit.
How do we know this learning happens? Again, by observation. I’ve
watched young kids fight over who gets to be “Link,” the hero of the
Nintendo “Zelda” games. Link is their hero, the “person” they want
to be. The qualities he possesses – courage, the desire to search,
explore, overcome all enemies and get to the end to save the
princess – are the ones they want to possess. Of course other
players may choose Duke Nukem as their hero. For better or for
worse, kids use video and computer games as a filter through which
to understand their lives, just as in the past they used stories
(e.g. “You be Lancelot – I’ll be Mordred.”) But one big difference
between games and stories is that kids learn they can control their
hero’s life, and not just in their fantasies.
One of the most effective game techniques for transmitting
contextual “where” information is immersion. The more one feels one
is actually “in” a culture, the more one learns from it – especially
non-consciously. Recent improvements in graphics, sound, smells and
“force-feedback” controllers have made video and computer games
incredibly immersive, involving almost all of a player’s senses. (I
predict that soon there’ll be special food to eat or gum to chew
while playing.) Language teachers are especially aware of how much
learning goes on in immersive situations. So it is not surprising
that the many immersive games are causing kids to learn a lot.
Learning in immersive worlds is controlled in large part by the
designers’ choosing to amplify certain elements, and to reduce
others. 14 For example, if designers amplify the difficulty of
defeating enemies (to increase the challenge or prolong the game)
the player will learn that “enemies are hard to defeat.” Kids take
in whatever messages are in the game, including that
“transgression,” in a game context, is often fun. 15
And this is the importance of the fifth, and most important,
learning level of all.
Learning Level 5: Learning When / Whether
The When / Whether level is the final and ultimate level of learning
in computer and video games. This is the level where game players
learn to make value-based and moral decisions – decisions about
whether doing something is right or wrong. This level also includes
the non-conscious emotional messages that influence these decisions.
It is therefore the most controversial of the learning levels. And
it is the level where players can “really” win or lose their games,
in terms of learning.
Learning at the When / Whether level is created not only from
amplification and reduction, but also from the use of allegory and
symbols. It comes from images, situations, sounds, music and other
emotion-producing effects being manipulated into powerful
combinations, just as in a novel or movie. Learning at this level
also comes from the rewards, punishments and consequences in the
game.
Certainly the combination of amplification, emotional cues and
rewards in certain “fighting” games leads players to learn that the
answer to “Is it OK to kill this character in the game context?” is
“Yes.” But the important question is: Are kids also learning this
about “real-life?” Do they leave these games with the message “This
behavior is fun in a game,” or with the message “I’ve got to run out
and do this”? Do they generalize all their games’ When / Whether
messages to the actual world they live in, or do they accept and
retain some messages (e.g. “fighting is tough”) and reject others
(e.g. “everybody is an enemy”)?
I would argue that – unless already severely disturbed – kids don’t
leave violent games with the message “I’ve got to run out and do
this,” at least not in our society. “We fantasize about a lot of
things we’d never want to do in real life,” points out MIT Professor
of Comparative Media Henry Jenkins. 16 Just as with the rules, game
players are constantly cross-checking messages in the game,
automatically and non-consciously – and occasionally consciously as
well – with whatever else they know or have heard for consistency.
Messages that are consistent get accepted, messages that are in
conflict get further examination. “We typically test media
representations against our direct experience,” says Jenkins, “and
dismiss them when they don’t ring true.” 17
Perhaps in some warped culture where killing were encouraged the
messages in a violent game could indeed encourage a player to kill
in real life. But in a culture like ours, where the message “do not
kill” is profoundly a part of our cultural context, people – even
kids – think more than twice about whether to do it in real life,
unless they are already severely disturbed.
We must, of course, watch out for our very youngest children, who
have the most trouble sorting and discriminating. Still, as my game
designer friend Noah Falstein reminds us, “We have to be careful
about buying the rhetoric of people who blame the game Doom for
Columbine and ignore the fact that those guys were building pipe
bombs in their garage and their parents never noticed.” 18 There
will always be kids who do not get society’s message from their
parents or elsewhere. But they are the exception.
The comparison of the When / Whether learning in the game with the
When / Whether learning in the rest of life is the reason that
shooting games can teach kids how to aim without their learning to
kill. To learn the latter, a player would have to have to overcome
an awful lot of disconnects with the messages he or she hears in the
rest of life.
It is certainly in our public interest to keep such counter-messages
as frequent and strong as possible. But although some critics argue
that there should always be “bad” consequences for “bad” acts in
games, most players would tell you that if games turned purely into
moral lessons they would no longer be fun. Much of the appeal of
many games, as well as other forms of entertainment, is
“transgression in safety.” Yet even this contains learning. “In
recent years, [games] have tried to offer more morally complex and
emotionally demanding representation of aggression, loss and
suffering,” says Jenkins. 19 Those are important “real-life”
emotions that all kids need to learn more about.
Three Examples
It is now time – having up till now described the learning in
computer and video games for the most part theoretically – that we
turn to some actual best-selling games to see what our kids are
learning from playing them. I will look at three examples: One with
content that might in some sense be considered “educational,” one
that is clearly “just a game” (although not a particularly violent
one) and one that many find objectionable. Two are computer games.
The third started as a video game, and is now available on the PC.
1. Roller Coaster Tycoon
Our first example is Roller Coaster Tycoon, a best-selling computer
game for several years, with over 4 million copies sold. Although
you can play this game in many ways, your basic goal is create a
successful theme park, beginning with a fixed amount of money.
Depending on the rides your build, how you maintain them, and the
admission prices and amenities you choose, virtual people either
show up or they don’t, and you either make or lose money. You can
even see what your individual guests are thinking.
Here are some of the things kids learn from this game:
How – At the “surface content” How level, players learn how to build
and run an enterprise – how to acquire land, build rides, deploy
workers etc. At another How level, players learn how to use an
economic simulation with a graphic interface.
What – At the What level, players learn about the constraints on
what you can and can’t do in business. You can’t, for example, build
on land you don’t own (or control). You can’t expect people to go on
broken rides. You need to allow your customers to periodically eat
and go to the bathroom.
Why – At the Why, or strategy level, players learn about the
tradeoffs that need to be made in order to run a business
successfully. For example, they learn that a clean park in working
order attracts guests, but maintenance costs money. They learn that
if prices go up, fewer people will come. At this Why level, Roller
Coaster Tycoon basically teaches the “real-life” skills of resource
management and tradeoff analysis.
Where – At the Where level, player learn about a business
environment – what customers think, how they behave, how to make
them happy or mad.
When / Whether – And at the When/Whether level, a player quickly
learns that customer behavior depends on the owner’s choices. If, as
the owner, you raise prices, cut corners, build few bathrooms and
don’t repair your rides, your short-term profits may spike, but your
customers will be unhappy and your profits will soon vanish. These
lessons are among those that some of our “real-life” executives
might wish they had learned earlier!
Roller Coaster Tycoon, along several other off-the-shelf games, has
recently been employed as a teaching tool in school classrooms in
England. x They discovered, among other things, that one of the most
important things children learn from the games is how to work
together in groups.
Roller Coaster Tycoon does not claim to be a learning tool – it’s a
commercial game. But the amount of learning in it is huge. And
although clearly not all games are as “educational” and “real-life”
as Roller Coaster Tycoon, it is possible to make games that are even
more so, sometimes without even explicitly trying.
2. The Sims
As an example, let’s take The Sims, perhaps the most popular
computer game ever made, with total sales of over 17 million units.
The Sims is a “living dollhouse” game, in which a player sets up a
house, and populates it with people who talk, grow, work, buy, date,
mate, have children, and even go to the bathroom, all according to
the player’s instructions (and a great deal of built in artificial
intelligence programming). The Sims is, in the words of Will Wright,
the game’s designer, a huge “possibility space” in which a player
can construct an unlimited variety of possible scenarios, from happy
nuclear families, to alternative life styles, to misfits who burn
down the neighborhood.
So what do players learn from playing the game?
How – At the content How level they learn how to behave in a
consumer society. 20 They learn an awful lot about “stuff,”
including how to create it, choose it, and buy and sell it, both
figuratively within the game, and literally on eBay. At another How
level, though, they learn how to control and manipulate a complex,
people-based simulation; how to control characters, and how to
design and create the graphics for houses, objects and even people –
the tools to do this are included, and are a big part of the game’s
appeal.
What – At the What level, players learn that there are some
situations that are very open, with relatively few rules and
constraints, which allow players to go in almost any direction they
choose, from building a successful family and career to burning down
the house and neighborhood. This is not dissimilar to the
“real-life” United States of America.
Why – At the Why level, players learn that life is a kind of story
that unfolds depending on the choices you make. They learn this by
exploring many of the strategies and paths one can take in the game,
from clean and successful to dirty and tawdry. And as they learn,
there is a site on the web where they can post their stories and
learning for all to see.
Where – At the Where level, Sims players learn about 21st century
America. This learning comes not only through the vast quantities of
“stuff” available both in the game and online, but also though the
wide range of activities Sims can engage in, and the wide range of
professions available in the game, from military officer to aroma
therapist. Players learn about what it takes to build a life and
lifestyle – from making friends, to partying and dating, to having
kids. They learn how many kinds of lives are potentially available
for them to create, both good and bad.
When / Whether – Finally, at the When / Whether level players learn
about the consequences of their life choices, from the small choices
(e.g. not going to the bathroom) to the large ones (e.g. not working
hard). It is interesting in light of all the criticisms we hear
about computer and video games, that the most popular computer game
of all time – The Sims – is one that directly and explicitly helps
you learn “about life.” The Sims has extended the normal fantasy
play of children and adults to a new level of explicitness and
participation, and has created a “real-life” community of millions
for sharing.
3. Grand Theft Auto III
Explicit fantasy play is the also the theme of our final example,
Grand Theft Auto III. GTA3 is one of the games the critics love to
hate, citing, invariably, its options for gratuitous killing,
violence and sex with prostitutes. Even though the game’s makers
provide strongly worded reminders about its being an “adult” game
and it carries a “Mature” rating, GTA3, with over 6.5 million units
sold, is extremely popular, and it’s fair to say that – not unlike
R-rated movies – it winds up in front of a lot of kids. So what do
they learn?
[Important note: I am NOT recommending kids play this game, but only
commenting on what they learn if they do.]
How – At the How level, despite GTA3’s “objectionable” content,
players learn little, if anything that they don’t already know from
movies and television. As one writer puts it “GTA3 is to games as
Pulp Fiction is to films.” 21 Kids already know there are people in
the world who live by breaking society’s rules; the game is about
how to survive and thrive in their world. Because the game’s
characters are rule breakers – and players typically are not – their
stories are often fascinating and engaging to players, and it’s fun
for players to play at being one. In this sense, GTA3 is the
interactive version of The Godfather and The Warriors. Instead of
being a business simulator or a lifestyle simulator, GTA3 is a
“crime simulator.” 22 But at another How level, GTA3 players learn
to move around and operate in one of the most highly complex 3-D
simulations ever made, a more real-looking simulation world than
even The Sims.
What – At the What level, GTA3 players are learning just how
flexible a game’s rules can be. As in The Sims – and as in more and
more computer and video games – there are no “required” goals in
GTA3. Instead, you go around the game’s world making choices and
playing out the results of those choices. Some things move you along
more than others, but the choice of what to do is up to you. I’d
call this “real world” learning.
Why – At the Why level, players learn to strategize, basing their
choices on expected results and consequences. If you do enough bad
things you’ll acquire a reputation and die sooner. But if you
instead steal ambulances and fire trucks and use them to save lives,
you’ll live longer (though you may not want to choose that
strategy).
Where – At the Where level, players learn many accurate details of
the nasty world of ex-cons, the Mafia, and the results of violence –
and most of these are not pretty.
When / Whether – And finally, at the When / Whether level, since the
betrayed bank robber one plays has just been unexpectedly sprung
from jail, players learn that people whose life has gone wrong still
have choices to make and options still open to them, which they can
use for better or for worse. In making these choices players also
learn that, as a game player, it’s healthy (not to mention fun) to
get one’s aggressive impulses out into the open from time to time.
“We depend on storytelling media [such as games] to help us sort
through our conflicting values and mixed feelings about aggression
and bring our impulses under control,” says Professor Jenkins. 23
And GTA3 players learn as well there are consequences for negative
choices. If you’re really bad, the cops (and helicopter Swat Teams,
the FBI, and even the Army) eventually do show up, and while you may
get to battle spectacularly, they always get you in the end.
Positive or Negative?
I hope it is now becoming clear that what kids learn from playing
video and computer games goes way beyond “mindless” hand-eye
coordination. That a tremendous amount of learning takes place when
kids play these games should no longer cause very much disagreement.
But there is a great deal of disagreement about whether this
learning is positive or negative, and about what the effect of the
learning in existing computer and video games is on game players –
especially kids – and on the society they live in.
Those who think that the learning in video and computer games is
negative have the following concerns: At the How level, these
critics are concerned that kids are learning how to do
“inappropriate” things. At the What level, they are concerned that
the rules of the video games are too restrictive, not giving kids
enough room for their imaginations. At the Why level, they are
concerned that the strategies for playing and winning many games
contain too much violence, too many “cheats,” and other
“undesirable” elements. At the Where level, they are concerned that
kids are being socialized to be loners, misogynists, and social
deviants. And at the When/Whether level, the critics are concerned
that our kids are learning to be “amoral killers.” 24
These concerns are nowhere near as valid as the alarmists claim.
Consider the following:
There is an extremely wide range of appropriate things to do in
computer and video games.
Most video and computer games are not violent – the games that
draw the critics’ attention because of their violence (those rated
“Mature”) represent less than ten percent of the total bought and
played. And even those games are, in the opinion of many
psychologists, emotional defusers, rather than inciters. 25
Each day games are becoming less restrictive and more open to
players’ imaginations and personalities, Game designers are adding
many more open-ended elements that kids can use to exercise their
imaginations and tell their own stories.
Most newer games have multiple winning strategies to choose from,
including cooperation.
Video and computer games are quickly reclaiming the intense social
connection that games have always had, as network technology
continues to proliferate.
Electronic games are becoming more open to girls, and girls are
becoming more open to these games as well.
Many positive messages exist, both inside and outside the games,
and more can be created, to counter any “violence is the answer”
idea that a small number of games may impart to an even smaller
number of already troubled players.
The problem with the nay-sayers’ arguments is that they generally
ignore all the underlying positive learning in video and computer
games. Although clearly some games do require age-appropriate
guidance – which is why we have ratings – on balance, the positive
learning from computer and video games far overwhelms any negative
elements.
By focusing only on the negatives, the critics subtly and sadly
distract our attention from the really important and useful
question: How can we use the incredible engagement of computer and
video games to help kids learn more things that we do want them to
know? I am firmly convinced that as we learn to supplement the
content of today’s games with content of educational significance –
and still keep the games fun – computer and video games will become
the greatest learning tool we have ever known.
The tricky part, of course, is blending the games’ engagement with
the schools’ curriculum, a task that many, from George Lucas, to
Microsoft and MIT, to the Lightspan Partnership are working hard at.
Of course, as we do so, adults will always need to help young
players distinguish their games from reality. Sony exhorts kids in
its ads to “Live In Your World. Play In Ours.” But as reality and
simulation continue to blur to an increasing extent in contemporary
life (and games are not the only place where this is happening), we
can all use help keeping them straight.
What Parents Should Worry About
Still, there is absolutely no need for parents to be as worried
about the learning that goes on in their kids’ video and computer
games as some critics suggest. In fact, in many ways parents should
be happy their kids are playing. The amount of learning the kids are
getting is huge, and the overwhelming bulk of it is positive.
What parents should be far more concerned about is the relatively
pitiful amount of learning going on in our classrooms. As the
statistics clearly show, this is a worldwide disgrace. And it’s
certainly not the fault of the kids. Children instinctively want to
learn, and are drawn to the places where learning actually happens –
such as their video and computer games. In fact, game-playing kids
learn so much it often intimidates their teachers.
As we come to better understand 26 and be less afraid of the
incredible hold computer and video games have on our children, and
harness it instead to the curriculum and other positive uses,
computer and video games will, I predict, be our salvation in the
learning area.
In 1984, Bruce Springsteen sang “We learned more from a three minute
record than we ever learned in school.” 27 Most of today’s kids
learn far more from their 30 to 100 hour video and computer games
than they do in school, generally without even realizing it. True,
right now most of this learning is not about the curriculum. But if
we invest the money and effort to create games that do have specific
curricular elements – but that remain fun enough so that kids still
want to play them – our kids can and will learn incredibly more –
and will – believe it or not – thank us.
The “getting kids to learn” problem isn’t new, but our video game
opportunity is. In the words of George Lucas, who started Lucas
Learning in order to blend his Star Wars video games with curricular
activities, these “new kinds of learning experiences for young
people…offer an alternative to some of the traditional approaches
that did not work for me.” 28
Notes
1. In an online discussion at http://lists.debian.org/debian-jr/2000/debian-jr-200008/msg00001.html
2. Dave Grossman and Gloria Di Gaetano, Stop Teaching Our Kids To
Kill, Crown, 1999.
3. Psychology Professor Patricia Marks Greenfield of UCLA was one of
the first to point out this distinction, in the works citied below.
4. Marc Prensky, Digital Game-Based Learning, McGraw-Hill, 2001
5. Patricia Marks Greenfield, “The Cultural Evolution of IQ” in U.
Nesser (ed.), The Rising Curve: Long Term Gains in IQ and Related
Measures (pp. 81-123), Washington DC, American Psychological
Association.
6. Grossman and Di Gaitano, op. cit.
7. Patricia Marks Greenfield, Mind And Media : The Effects Of
Television, Video Games And Computers, Harvard University Press,
1984.
8. Sherry Turkle, Life On The Screen, Simon & Schuster, 1995.
9. Kathleen Fackelmann, “Very Young Kids Absorb Tragedy” USA TODAY,
November 14, 2001
10. Peter Applebome, “Two Words Behind The Massacre,” New York Times
May 2, 1999, quoting Johathan Katz.
11. Incarceration statistics from :
http://www.als.uidaho.edu/scooke/onepercent/prison.htm
12. Estimate of TV hours by Marc Prensky. “Television in the Home,
1998: Third Annual Survey of Parent and Children, Annenburg Policy
Center, June 22, 1998, gives the number of TV hours watched per day
as 2.55. M. Chen, in the Smart Parents Guide to Kid’s TV, (1994)
gives the number as 4 hours/day. Taking the average, 3.3 hrs/day x
365 days x 18 years = 21,681.
13. Danny Hillis, Address to the Computer Game Developers
Conference, March, 2000.
14. Eugene F. Provenzo, Jr., Video Kids, Harvard University Press,
1991.
15. The term “transgression” used in this sense, has been
popularized by Eric Zimmerman, a noted and highly original game
designer.
16. Henry Jenkins, “Ambushed on Donahue,” online at Salon.com at
http://www.salon.com/tech/feature/2002/08/20/jenkins_on_donahue/index.html
August 20, 2002
17. Ibid.
18. Noah Falstein of The Inspiracy, is the designer of numerous
computer games, including several for Lucas Arts.
19. Jenkins, op. cit.
20. JC Herz, “Learning From The Sims,” The Industry Standard, March
26, 2001
21. Jenkins, op. cit.
22. Frank “Candarelli” Multari, online review of GTA3 at
http://www.gta3.com/index.php?zone=review1
23. Ibid.
24. Grossman and Di Gaitano, op. cit.
25. Among those psychologists who believe that exposure to violent
entertainment is more likely to defuse than to stimulate aggression
is Seymour Feshbach, cited in a study on Violence and the Media at
www.freedomforum.org/publications/first/violenceandmedia/violenceandthemedia.pdf
The report says that “different schools of psychology hold widely
differing views about what causes humans to be violent and
aggressive.”
26. Marc Prensky, “Why Games Engage Us” in Digital Game-Based
Learning, op.cit. and online at
www.marcprensky.com/writing/default.asp
27. Bruce Springsteen, “No Surrender,” Born in the USA,
Sony/Columbia 1984.
28. “George Lucas’ Vision,” online at
www.lucaslearning.com/aboutus/about_george.htm
About The Author
Marc Prensky is an internationally acclaimed speaker, writer,
consultant, and designer in the critical areas of education and
learning. He is the author of Digital Game-Based Learning
(McGraw-Hill, 2001). Marc is founder and CEO of Games2train, a
game-based learning company, and founder of The Digital Multiplier,
an organization dedicated to eliminating the digital divide in
learning worldwide. He is also the creator of the sites and . Marc
holds an MBA from Harvard and a Masters in Teaching from Yale. More
of his writings can be found at . More of Marc’s writings on the
positive effects of video games can be found at
www.marcprensky.com/writing/default.asp .
marc@games2train.com
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